Although the article is available in english AND german, the comments are displayed in either language. Switch over to the german side on the b ottom and you will still see the english comments. So I do not know who is #ignorant here…

To clarify. We speak English here in Europe; usually a strange mix up of British & American one – thanks to the cultural sphere we live in.
Lingua Franca [in Europe] is not French anymore and German will not be the next (after a thought – hopefully not, LOL) so all sides have to get over it and accept it, sorry 😛
English’s good, it does not mean Nietzsche will sound as good translated of course…
Still in love in game – keep up the good work and thanks for all that workshop content you’ve been sharing, well done lads!
Pozdrowienia / ありがとございます！

TpF has got a lot of improvements, really far more playable, less a tech demo now. Now I would say I feel quite alone in the game, so, considering AI not in plans, at least the event system should be improved. As for now, it says to the player about new models and old vehicles in use. I would feel less alone if I get massages not related with my activity and in the form of news paper. For instance, ‚The X City has reached … level“ or „New technology soon into the transport“ (you can use real world historical headers here or tell some tech info. I would like to be warned about unit disappear from market in a few months. Headers like ‚Line X stood for days in the traffic jam“ would be cool. Make a brainstorm for more ideas for the news paper system. And the most important: make a log journal for every massage in the game so I could re-open it if skipped for any reason. Thanks for TpF, Urban Games.

Glad to hear that you haven’t abandoned the work at TpF! There is a biggest shortcoming for me is the lack of timetables or some kind of unbunching for passanger trains. There is often a situation when 4-5 trains follow each other with the short interval thus making lines less profitable beacause on the other side of the line a huuge amount of passengers are waiting!

I usually am ok with the autospacing of trains (either after a while or using signals they space evenly out … but I often use separate double tracks for each line as they are cheap and have no maintenance costs), but I agree that this would be really a nice addition! It would also allow to synchronize trains at some stations to allow passengers to switch routes like in real life

I don’t know how or even if proper schedules could be implemented, but at the least wouldn’t it be possible to allow selection of options like syncronizing to frequency (e.g. one train départs exactly the frequency time after the last one) or to increment the auto-spacing waiting time ?

Oh, but the way timetables are implemented in openttd is a chore (in my opinion) and I’d prefer a much easier way of doing that. If that system would be implemented I would still prefer the automatic auto-spacing already in the game.

That is something you can easily do yourself place down signals hmm. they work great and keep the trains rolling spacing signals are quick easy and well, it very simple much simpler then all the code they’d have to add and all the new bugs they’d install by doing that.. play the game hmm

I agree! So far I don’t think there are campaigns available on the workshop. I would really love to have a few campaigns which are actually challenging and maybe force me to focus on service to the cities instead of profit maximization

Agreed! I don’t believe things like AI competition or timetables are appropriate for this type of game but I would love to see some more campaigns or scenarios.

I think of the variety of „re-imagined“ worlds that were created by modders for Civilisation; new worlds, new assets, new technology trees – some of which so reworked the game configuration they were practically whole new games in themselves!

One-way roads (and ramps) would greatly improve the playability of the game!

In real life, motorways and other access-controlled roads (with one-way on-ramps and off-ramps) are built so as to avoid trucks going through cities or getting stuck in traffic. They are an important part of traffic and logistics management.

By the way… could we get an ingame map editor (some more powerful tools to alter terrain, place cities, industries and save maps etc.) ? Even better if in addition to the map editor we would get a scenario editor (to put goals, conditions etc.)… pretty pretty please ?

if i may say this which admittedly is far ahead at the moment I assume but it would be quite nice for wheelslip to be added for realistic trains possibly as a option to include it in the main menu but I will say in regards to this patch it would help to have higher FPS and a scaleable user interface would help people with a 4k resolution and such… now back to the top of this comment I quite honestly find it strange that you can have a train like a 100 wagons long with no wheeslip and only going slowly up hills which also brings me to the next bit if wheelslip is put in you can have bankers/helpers which are probably still quite far ahead and connecting in to another comment would work quite well with time tables and the like but possibly could you add different economy states example (the great depression) in either the European economy or American economy with the respective times for the great depression (1929) till when it ended and such

The Beta starting 11th of October is for convinience patch. Not for the performance Update.
This will take further time. If u read the Posts from urban games.
You don’t need to ask this question! Thanks

If your truly talking convience, then allow the player to divide up who gets the load. That would be the biggest one, second allow all shops to be independent. so that one farm can send grain to a plastic producer and not find itself competing with the one that was handling food. Because of the swtich back to auto select as a choice for the route, you will find the one that was shipping food suddenly millions in the hole, beacase it is busy sending grain to the producers for the other plant shurking it duty to the food procution and ruining all the trucks handling anything to get it there.. it so stupid it makes me scream at times.. I had a 5 million dollar food route go up in smoke all because on the other side of the map I had a farm sending grain to a plastics producer. and I didn’t see it becuause I was engrossed in laying new track to bring new trains on line.. and the AI is simply incapable of handling the simplesst tasks of splitting where the stuff goes, it seems to always send way to much to one and nothing to very little to the rest, its dumb pumpkins.. that would be added benifit to the game, if the player handled that spliting and free the AI up.. allow vehicles where you can choose several types of production it can load and nothing else. I’m so tired of find 6 meat or 4 tools taking up 50 spaces on a wood and planks haul.. its a pain reduces the game to less then fun as it is now. many of the routes you just can’t afford to let them run empty or deadhead to a point. But the AI is wrecking it. by the way it works, its not fun at all its a chore.. Most of the vehicles are unaffordable if you only haul one fixed good, but that is how you made this game. so you have to use auto haul to make a profit or go broke.. but Auto haul is totally borked..

I also agreed that you are doing excellent job by opening more and more doors so community can built more and more stuff which makes this game really attractive to those who just like to play it for pleasure after long day at work. The idea of having some kind of scenario editor without the need to write any scripts, would be really lovely. Would it be possible to invest money directly into the towns, like to spend let’s say couple of milions to build some residential, industrial or commercial buildings?

Usability is not a well defined thing, but I think better control of autosaves is a very useful step in the right direction for a game which is prone to sudden crashes. Framerates are not really a usability issue until they get down to 15, this is after all not a twitch shooter.

Making better use of the hardware is desirable, but something I expect for a performance release. Making use of all CPU cores and installed memory is very desirable, more than 4 cores and 16GB RAM is moving into the mainstream.

The areas I really think could do with some improvement is simulation quality and realism. Shunting, schedules, a „real time“ mode to set up schedules and try out things, and realistic construction and procurements (deliveries and construction takes time and need to be planned ahead) are very desirable.